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Characters are a vital aspect of today's transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters' identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
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Thanks to modern technology, we are now living in an age of multiplatform fictional worlds, as television, film, the Internet, graphic novels, toys and more facilitate the creation of diverse yet compact imaginary universes, which are often recognisable as brands and exhibit well-defined identities. This volume, situated at the cutting edge of media theory, explores this phenomenon from both theoretical and practical perspectives, uncovering how the construction of these worlds influences our own determination of values and meaning in contemporary society.
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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. 'Star Wars and the History of Transmedia Storytelling' offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies' projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, 'Star Wars and the History of Transmedia Storytelling' demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building.
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This Open Access book tracks the latest trends in the theory, research, and practice of entertainment-education, the field of communication that incorporates social change messaging into entertaining media. Sometimes called edutainment, social impact television, narrative persuasion, or cultural strategy, this approach to social and behavior change communication offers new opportunities including transmedia and digital formats. However, making media can be a chaotic process. The realities of working in the field and the rigid structures of scholarly evaluation often act as barriers to honest accounts of entertainment-education practice. In this collection of essays, experienced practitioners offer unique insight into how entertainment-education works and present a balanced view of its potential pitfalls. This book gives readers an opportunity to learn from the successes and mistakes of the experts, taking a behind-the-scenes look at the business of making entertainment-education media.
Media studies --- Development Communication --- Media and Communication --- Health Communication --- communication for social change --- social change communication --- edutainment --- mass media --- transmedia --- conflict resolution --- Open Access
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This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC's Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos).
Popular culture and globalization. --- Adaptation (Literary, artistic, etc.) --- Culture populaire. --- Mondialisation. --- Adaptation Studies. --- Fan Studies. --- Media Convergence. --- Media Franchising. --- Transmedia. --- Globalization and popular culture --- Globalization --- Arts --- Inspiration --- Literature
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This book takes a multidisciplinary approach to the question of esports and their role in society. A diverse group of authors tackle the impact of esports and the ways in which it has grown within the entertainment industry around the world.Chapters offer a coherent response to the following questions: What role do esports play in the entertainment industry? What communication skills can be learned through esports? What do the media gain from broadcasting esports? What is the relationship between social networks and esports? What are the main marketing strategies used in esports? What effect does communicative globalization have on the development of esports? What is the relationship between merchandising and esports? What do communication experts think about esports? Offering clear insights into this rapidly developing area, this volume will be of great interest to scholars, students, and anyone working in game studies, new media, leisure, sport studies, communication studies, transmedia literacy, and digital culture.
eSports (Contests) --- Competitive electronic sports (Contests) --- E-sports (Contests) --- Electronic sports (Contests) --- Video games --- Contests --- Competitions --- communication;Esports;e-sports;gamers;gaming;livestreaming;live-streaming;marketing;online games;social media;transmedia;twitch streaming;video games;YouTube
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digital cultures --- digital media --- digital society --- digital cultural heritage --- transmedia --- media education --- Digital media --- Technological innovations --- Social aspects --- Breakthroughs, Technological --- Innovations, Industrial --- Innovations, Technological --- Technical innovations --- Technological breakthroughs --- Technological change --- Creative ability in technology --- Inventions --- Domestication of technology --- Innovation relay centers --- Research, Industrial --- Technology transfer --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Social aspects.
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Esta publicación trata de las narrativas transmedia, campo de objetos de estudio de múltiples fenómenos sobre medios de comunicación, nuevas plataformas digitales, distribución de contenidos y mediaciones entre los sujetos y los distintos sistemas de transmisión de mensajes.
Interactive multimedia --- Mass media --- Internet --- Social networks. --- Social networks --- Research. --- Social aspects. --- Technological innovations. --- Networking, Social --- Networks, Social --- Social networking --- Social support systems --- Support systems, Social --- Interpersonal relations --- Cliques (Sociology) --- Microblogs --- Hypermedia systems --- Interactive media --- Computer software --- Interactive multimedia. --- Multimedia interactivos. --- Medios de comunicación social --- Investigaciones. --- Transmedia --- Digital platforms --- Media
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At the heart of one of the most successful transmedia franchises of all time, Star Trek, lies an initially unsuccessful 1960s television production, Star Trek: The Original Series. In Star Trek and American Television, Pearson and Messenger Davies, take their cue from the words of the program's first captain, William Shatner, in an interview with the authors: "It's a television show." In focusing on Star Trek as a television show, the authors argue that the program has to be seen in the context of the changing economic conditions of American television throughout the more than four decades of Star Trek's existence as a transmedia phenomenon that includes several films as well as the various television series. The book is organized into three sections, dealing with firstly, the context of production, the history and economics of Star Trek from the original series (1966-1969) to its final television incarnation in Enterprise (2002-2005). Secondly, it focuses on the interrelationships between different levels of production and production workers, drawing on uniquely original material, including interviews with star captains William Shatner and Sir Patrick Stewart, and with production workers ranging from set-builders to executive producers, to examine the tensions between commercial constraints and creative autonomy. These interviews were primarily carried out in Hollywood during the making of the film Nemesis (2002) and the first series of Star Trek: Enterprise. Thirdly, the authors employ textual analysis to study the narrative "storyworld" of the Star Trek television corpus and also to discuss the concept and importance of character in television drama. The book is a deft historical and critical study that is bound to appeal to television and media studies scholars, students, and Star Trek fans the world over. With a foreword by Sir Patrick Stewart, Captain Jean-Luc Picard in Star Trek: The Next Generation.
Television series --- Series, Television --- Television serials --- Television programs --- History and criticism. --- Star trek (Television program) --- american television. --- changing economic conditions. --- context of production. --- creative autonomy. --- executive producers. --- history of star trek. --- history. --- hollywood. --- media history. --- media studies. --- otherworldly. --- planetary exploration. --- set builders. --- sir patrick stewart. --- spaceships. --- star trek deep space nine. --- star trek enterprise. --- star trek nemesis. --- star trek the next generation. --- star trek the original series. --- star trek. --- television franchise. --- television history. --- television production. --- television. --- transmedia. --- william shatner.
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This book examines the notion of storytelling in videogames. This topic allows new perspectives on the enduring problem of narrative in digital games, while also opening up different avenues of inquiry. The collection looks at storytelling in games from many perspectives. Topics include the remediation of Conrad’s Heart of Darkness in games such as Spec Ops: The Line; the storytelling similarities in Twin Peaks and Deadly Premonition, a new concept of ‘choice poetics’; the esthetics of Alien films and games, and a new theoretical overview of early game studies on narrative
play --- n/a --- storytelling --- poetics --- roleplay --- survival horror --- game storytelling --- game narrative --- pornography --- empathy games --- games --- ludonarrative dissonance --- Larry McMurtry --- digital games --- AAA --- mapping --- ludology --- fantasy --- fifth look --- choice poetics --- film --- musicals --- literary adaptation --- choices --- video games --- politics --- gender --- interactive storytelling --- FPS --- narrative games --- Gamergate --- transmedia --- remediation --- narrative theory --- psychology --- the uncanny --- shared vocabulary --- complicity --- ability --- Haraway --- videogames --- Twin Peaks --- Deadly Premonition --- Alien --- gaming --- defamiliarization --- ludonarrative --- Walter Benjamin --- narratology --- carnivalesque --- Bakhtin --- player goals --- interactive digital narrative --- game fiction --- cyborg --- Video games. --- Storytelling --- Computer games. --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games --- Story-telling --- Telling of stories --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Performance
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